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<h3>Real time rendering</h3>
<ul>
<li>Improve vertex cache locality</li>
<li>Convert from right-handed to left-handed space</li>
<li>Limit weights affecting a single vertex</li>
<li>Split meshes to avoid exceeding bone count limits</li>
<li>Triangulate arbitrary polygons</li>
<li>Join identical vertices, optimize indexing</li>
<li>Find degenerate polygons</li>
<li>Split large meshes to overcome GPU limitations (i.e. vertex count)</li>
</ul>
<h3>Vertex data</h3>
<ul>
<li>Compute "hard" per-face normal vectors</li>
<li>Compute "smooth" per-vertex normal vectors</li>
<li>Compute tangents and bitangents</li>
</ul>
<h3>Scenegraph</h3>
<ul>
<li>Collapse the scene graph, transform everything to world coordinates</li>
<li>Optimize meshes &amp; nodes for fewer drawcalls</li>
</ul>
<h3>Other</h3>
<ul>
<li>Validate the output structure to ensure maximum data integrity</li>
<li>Remove unrequired materials, effectively detect and merge duplicates</li>
<li>Try to correct face winding</li>
<li>Drop dummy bones introduced somewhere in your content pipeline</li>
</ul>
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